bgfx/3rdparty/glsl-optimizer/tests/fragment/unity-Surface_ScreenPosAlbedo1-ir.txt
Branimir Karadzic dee3fe5266 Initial commit.
2012-04-03 20:30:07 -07:00

135 lines
2.6 KiB
Text

struct SurfaceOutput {
vec3 Albedo;
vec3 Normal;
vec3 Emission;
float Specular;
float Gloss;
float Alpha;
};
struct Input {
vec4 screenPos;
};
struct v2f_surf {
vec4 pos;
float fog;
vec4 hip_screenPos;
vec4 hip_screen;
};
varying vec4 xlv_FOG;
uniform vec4 unity_Ambient;
uniform sampler2D _MainTex;
uniform sampler2D _LightBuffer;
void surf (
in Input IN,
inout SurfaceOutput o
)
{
vec2 uv;
vec2 tmpvar_1;
tmpvar_1 = (IN.screenPos.xy / IN.screenPos.w);
uv = tmpvar_1;
vec2 tmpvar_2;
tmpvar_2 = (uv * vec2(2.0, 1.0));
uv = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = texture2D (_MainTex, uv);
vec3 tmpvar_4;
tmpvar_4 = tmpvar_3.xyz;
o.Albedo = tmpvar_4;
}
vec4 LightingLambert_PrePass (
in SurfaceOutput s,
in vec4 light
)
{
vec4 c;
vec3 tmpvar_1;
tmpvar_1 = (s.Albedo * light.xyz);
c.xyz = tmpvar_1.xyz.xyz;
float tmpvar_2;
tmpvar_2 = s.Alpha;
c.w = vec4(tmpvar_2).w;
return c;
}
vec4 frag_surf (
in v2f_surf IN
)
{
vec4 col;
vec4 light;
SurfaceOutput o;
Input surfIN;
vec4 tmpvar_1;
tmpvar_1 = IN.hip_screenPos;
surfIN.screenPos = tmpvar_1;
vec3 tmpvar_2;
tmpvar_2 = vec3(0.0, 0.0, 0.0);
o.Albedo = tmpvar_2;
vec3 tmpvar_3;
tmpvar_3 = vec3(0.0, 0.0, 0.0);
o.Emission = tmpvar_3;
float tmpvar_4;
tmpvar_4 = 0.0;
o.Specular = tmpvar_4;
float tmpvar_5;
tmpvar_5 = 0.0;
o.Alpha = tmpvar_5;
float tmpvar_6;
tmpvar_6 = 0.0;
o.Gloss = tmpvar_6;
surf (surfIN, o);
vec4 tmpvar_7;
tmpvar_7 = texture2DProj (_LightBuffer, IN.hip_screen);
vec4 tmpvar_8;
tmpvar_8 = tmpvar_7;
light = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = log2 (light);
vec4 tmpvar_10;
tmpvar_10 = -(tmpvar_9);
light = tmpvar_10;
vec3 tmpvar_11;
tmpvar_11 = (light.xyz + unity_Ambient.xyz);
light.xyz = tmpvar_11.xyz.xyz;
vec4 tmpvar_12;
tmpvar_12 = LightingLambert_PrePass (o, light);
vec4 tmpvar_13;
tmpvar_13 = tmpvar_12;
col = tmpvar_13;
return col;
}
void main ()
{
v2f_surf xlt_IN;
vec4 xl_retval;
vec4 tmpvar_1;
tmpvar_1 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_IN.pos = tmpvar_1;
float tmpvar_2;
tmpvar_2 = xlv_FOG.x;
xlt_IN.fog = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3 = gl_TexCoord[0].xyzw;
vec4 tmpvar_4;
tmpvar_4 = tmpvar_3;
xlt_IN.hip_screenPos = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5 = gl_TexCoord[1].xyzw;
vec4 tmpvar_6;
tmpvar_6 = tmpvar_5;
xlt_IN.hip_screen = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7 = frag_surf (xlt_IN);
vec4 tmpvar_8;
tmpvar_8 = tmpvar_7;
xl_retval = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9 = xl_retval.xyzw;
vec4 tmpvar_10;
tmpvar_10 = tmpvar_9;
gl_FragData[0] = tmpvar_10;
}